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Added the abiity to tag and retrieve any anim graph node (similar to how we could reference linked anim graph nodes previously). Ported linked anim graph nodes to use the new system Added the ability to reference any anim graph node by tag (via a new custom node, spawnable from the context menu, with the appearance of an actor reference in a level blueprint) Added tag display and editing in the bottom-right of anim graph nodes Added new override point to SGraphNodeK2Var to allow for title widget parameters to be overriden by child classes #jira UE-126286 - Anim node functions: Add anim node references #rb Jurre.deBaare #ROBOMERGE-AUTHOR: thomas.sarkanen #ROBOMERGE-SOURCE: CL 17472894 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17472913 by thomas sarkanen in ue5-release-engine-test branch]
50 lines
1.7 KiB
C++
50 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "AnimGraphNode_LinkedAnimGraphBase.h"
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#include "K2Node_ExternalGraphInterface.h"
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#include "Animation/AnimNode_LinkedAnimGraph.h"
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#include "Engine/MemberReference.h"
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#include "AnimGraphNode_LinkedAnimGraph.generated.h"
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UCLASS(MinimalAPI)
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class UAnimGraphNode_LinkedAnimGraph : public UAnimGraphNode_LinkedAnimGraphBase, public IK2Node_ExternalGraphInterface
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = Settings)
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FAnimNode_LinkedAnimGraph Node;
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// Begin UObject
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virtual void Serialize(FArchive& Ar) override;
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// Begin UEdGraphNode
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virtual void PostPasteNode() override;
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// Begin UK2Node
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
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// Begin UAnimGraphNode_CustomProperty
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virtual FAnimNode_CustomProperty* GetCustomPropertyNode() override { return &Node; }
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virtual const FAnimNode_CustomProperty* GetCustomPropertyNode() const override { return &Node; }
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// Begin UAnimGraphNode_LinkedAnimGraphBase
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virtual FAnimNode_LinkedAnimGraph* GetLinkedAnimGraphNode() override { return &Node; }
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virtual const FAnimNode_LinkedAnimGraph* GetLinkedAnimGraphNode() const override { return &Node; }
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// IK2Node_ExternalGraphInterface interface
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virtual TArray<UEdGraph*> GetExternalGraphs() const override;
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private:
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// Setup the node from a specified anim BP
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void SetupFromAsset(const FAssetData& InAssetData, bool bInIsTemplateNode);
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};
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UE_DEPRECATED(4.24, "UAnimGraphNode_SubInstance has been renamed to UAnimGraphNode_LinkedAnimGraph")
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typedef UAnimGraphNode_LinkedAnimGraph UAnimGraphNode_SubInstance; |